Whispering to the spirits of nature, you create one of the following
• You create a tiny, harmless sensory effect that predicts what the
weather will be at your location for the next 24 hours. The effect
might manifest as a golden orb for clear skies, a cloud for rain, falling
snowflakes for snow, and so on. This effect persists for 1 round.
• You instantly make a flower blossom, a seed pod open, or a leaf
bud bloom.
• You create an instantaneous, harmless sensory effect, such as
falling leaves, a puff of wind, the sound of a small animal, or the faint
odor of skunk. The effect must fit in a 5-foot cube.
• You instantly light or snuff out a candle, a torch, or a small
campfire.
A beam of crackling energy streaks toward a creature within range.
Make a ranged spell attack against the target. On a hit, the target
takes 1d10 force damage.
The spell creates more than one beam when you reach higher
levels: two beams at 5th level, three beams at 11th level, and four
beams at 17th level. you can direct the beams at the same target or
at different ones. Make a separate attack roll for each beam.
You brandish the weapon used in the spell’s casting and make a
melee attack with it against one creature within 5 feet of you. On a
hit, the target suffers the weapon attack’s normal effects, and you
can cause green fire to leap from the target to a different creature of
your choice that you can see within 5 feet of it. The second creature
takes fire damage equal to your spellcasting ability modifier
This spell’s damage increases when you reach certain levels. At 5th
level, the melee attack deals an extra 1d8 fire damage to the target
on a hit, and the fire damage to the second creature increases to 1d8
+ your spellcasting ability modifier. Both damage rolls increase by 1d8
at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).
You create a momentary circle of spectral blades that sweep around
you. All other creatures within 5 feet of you must succeed on a
Dexterity saving throw or take 1d6 force damage.
This spell’s damage increases by 1d6 when you reach 5th level
(2d6), 11th level (3d6), and 17th level (4d6).
You awaken the sense of mortality in one creature you can see within
range. A construct or an undead is immune to this effect. The target
must succeed on a Wisdom saving throw or become frightened of
you until the spell ends. The frightened target can repeat the saving
throw at the end of each of its turns, ending the effect on itself on a
success.
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, you can target one additional creature for each slot
level above 1st. The creatures must be within 30 feet of each other
when you target them.
You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.
If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.
A remove curse cast on the target ends this spell early.
At Higher Levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
You extend your hand toward a humanoid creature you can see
within range and infect the target with a horrible disease, causing
their flesh to form pustules and smell of decay. The creature must
succeed on a Constitution saving throw or take 2d12 necrotic
damage
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, the damage increases by 1d12 for each slot level
above 1st.
Magical darkness spreads from a point you choose within range to fill a 15-foot radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.
If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.
If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
You weave together threads of shadow to create a sword of solidified
gloom in your hand. This magic sword lasts until the spell ends. It
counts as a simple melee weapon with which you are proficient. It
deals 2d8 psychic damage on a hit and has the finesse, light, and
thrown properties (range 20/60). In addition, when you use the
sword to attack a target that is in dim light or darkness, you make the
attack roll with advantage.
If you drop the weapon or throw it, it dissipates at the end of the
turn. Thereafter, while the spell persists, you can use a bonus action
to cause the sword to reappear in your hand.
At Higher Levels. When you cast this spell using a 3rd- or 4th-level
spell slot, the damage increases to 3d8. When you cast it using a 5th-
or 6th-level spell slot, the damage increases to 4d8. When you cast it
using a spell slot of 7th level or higher, the damage increases to 5d8.